it's working but should fix return issue

This commit is contained in:
Rorikstr | Rust Dev 2025-09-28 12:16:58 +03:00
parent 1911d23459
commit 9de308925c
7 changed files with 609 additions and 212 deletions

View file

@ -1,4 +1,64 @@
#include "tetris.h"
#include "game_logic.h"
#include <string.h>
const int (*get_figure_shape(FigureType type, int rotation))[4] {
const int (*result)[4] = NULL;
switch (type) {
case I:
switch (rotation % 4) {
case 0: result = i_fig_up(); break;
case 1: result = i_fig_right(); break;
case 2: result = i_fig_down(); break;
case 3: result = i_fig_left(); break;
}
break;
case O:
result = o_fig();
break;
case T:
switch (rotation % 4) {
case 0: result = t_fig_up(); break;
case 1: result = t_fig_right(); break;
case 2: result = t_fig_down(); break;
case 3: result = t_fig_left(); break;
}
break;
case L:
switch (rotation % 4) {
case 0: result = l_fig_up(); break;
case 1: result = l_fig_right(); break;
case 2: result = l_fig_down(); break;
case 3: result = l_fig_left(); break;
}
break;
case J:
switch (rotation % 4) {
case 0: result = j_fig_up(); break;
case 1: result = j_fig_right(); break;
case 2: result = j_fig_down(); break;
case 3: result = j_fig_left(); break;
}
break;
case S:
switch (rotation % 4) {
case 0: result = s_fig_up(); break;
case 1: result = s_fig_right(); break;
case 2: result = s_fig_down(); break;
case 3: result = s_fig_left(); break;
}
break;
case Z:
switch (rotation % 4) {
case 0: result = z_fig_up(); break;
case 1: result = z_fig_right(); break;
case 2: result = z_fig_down(); break;
case 3: result = z_fig_left(); break;
}
break;
default: result = NULL;
}
return result;
}
// I
const int (*i_fig_up())[4] {
@ -255,4 +315,14 @@ const int (*z_fig_left())[4] {
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
}
const int (*empty_fig())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
}

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@ -0,0 +1,216 @@
#include "tetris.h"
#include "game_logic.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
// static bool initialized = false;
static GameStateData* get_instance() {
static GameStateData instance = {0};
static bool initialized_local = false;
if (!initialized_local) {
// Инициализация экземпляра
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
instance.game_field[i][j] = 0;
}
}
instance.score = 0;
instance.high_score = 0;
instance.level = 1;
instance.speed = 1000;
instance.figure_active = false;
instance.game_over = false;
instance.paused = false;
initialized_local = true;
}
return &instance;
}
void init_game() {
GameStateData* state = get_instance();
// Инициализация игрового поля
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
state->game_field[i][j] = 0;
}
}
srand((unsigned int)time(NULL));
state->current_figure.type = get_random_figure();
state->current_figure.x = FIELD_WIDTH / 2 - 2;
state->current_figure.y = 0;
state->current_figure.rotation = 0;
state->next_figure.type = get_random_figure();
state->next_figure.x = 0;
state->next_figure.y = 0;
state->next_figure.rotation = 0;
state->figure_active = true;
state->score = 0;
state->high_score = 0; // Позже можно загружать из файла
state->level = 1;
state->speed = 1000;
state->drop_time = time(NULL) * 1000;
state->game_over = false;
state->paused = false;
}
static void clear_completed_lines() {
GameStateData* state = get_instance();
int lines_cleared = 0;
int write_row = FIELD_HEIGHT - 1;
// Проходим снизу вверх
for (int read_row = FIELD_HEIGHT - 1; read_row >= 0; read_row--) {
bool line_complete = true;
for (int j = 0; j < FIELD_WIDTH; j++) {
if (state->game_field[read_row][j] == 0) {
line_complete = false;
break;
}
}
if (line_complete) {
lines_cleared++;
} else {
// Копируем неполные строки вниз
if (write_row != read_row) {
for (int j = 0; j < FIELD_WIDTH; j++) {
state->game_field[write_row][j] = state->game_field[read_row][j];
}
}
write_row--;
}
}
// Заполняем пустые строки наверху
for (int i = 0; i <= write_row; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
state->game_field[i][j] = 0;
}
}
if (lines_cleared > 0) {
// Обновляем счет в соответствии с количеством очищенных линий
int points[] = {0, 100, 300, 700, 1500}; // 0, 1, 2, 3, 4 линии
int score_points = 0;
if (lines_cleared <= 4) {
score_points = points[lines_cleared];
} else {
score_points = points[4]; // для > 4 линий
}
state->score += score_points * state->level;
if (state->score > state->high_score) {
state->high_score = state->score;
}
// Увеличиваем уровень каждые 600 очков, максимум 10
int new_level = state->score / 600 + 1;
if (new_level > 10) new_level = 10;
if (new_level != state->level) {
state->level = new_level;
// Увеличиваем скорость (уменьшаем время падения)
state->speed = 1000 - (state->level - 1) * 50;
if (state->speed < 100) state->speed = 100;
}
}
}
int get_random_figure() {
return rand() % FIGURE_COUNT;
}
bool check_collision() {
GameStateData* state = get_instance();
Figure* f = &state->current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
bool collision = false;
for (int i = 0; !collision && i < 4; i++) {
for (int j = 0; !collision && j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT
|| (y >= 0 && state->game_field[y][x] != 0)) {
collision = true;
}
}
}
}
return collision;
}
void place_figure() {
GameStateData* state = get_instance();
Figure* f = &state->current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->game_field[y][x] = 1;
}
}
}
}
// Проверяем и удаляем заполненные строки
clear_completed_lines();
// Сгенерировать новую текущую фигуру из следующей
state->current_figure = state->next_figure;
state->current_figure.x = FIELD_WIDTH / 2 - 2;
state->current_figure.y = 0;
state->current_figure.rotation = 0;
// Сгенерировать новую следующую фигуру
state->next_figure.type = get_random_figure();
state->next_figure.rotation = 0;
// Проверить, возможно ли размещение новой фигуры
if (check_collision()) {
state->game_over = true;
}
}
void update_game_state() {
GameStateData* state = get_instance();
if (state->game_over) {
return;
}
// Проверка времени для автоматического падения
long long current_time = time(NULL) * 1000; // в миллисекундах
if (current_time - state->drop_time >= state->speed) {
// Попробовать сдвинуть фигуру вниз
int old_y = state->current_figure.y;
state->current_figure.y++;
if (check_collision()) {
// Если столкновение, вернуть позицию и зафиксировать фигуру
state->current_figure.y = old_y;
place_figure();
} else {
state->drop_time = current_time;
}
}
}
GameStateData* get_game_state() {
return get_instance();
}

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@ -0,0 +1,77 @@
#ifndef GAME_LOGIC_H
#define GAME_LOGIC_H
#include <stdbool.h>
#include "tetris.h" // для использования GameInfo_t
// Типы фигур
typedef enum {
I = 0,
J,
L,
O,
S,
T,
Z,
FIGURE_COUNT
} FigureType;
// Структура фигуры
typedef struct {
int x, y; // Позиция фигуры на поле
FigureType type; // Тип фигуры
int rotation; // Поворот (03)
} Figure;
typedef struct {
int game_field[FIELD_HEIGHT][FIELD_WIDTH];
Figure current_figure;
Figure next_figure;
bool figure_active;
int score;
int high_score;
int level;
int speed;
long long drop_time;
bool game_over;
bool paused;
} GameStateData;
// Внутренние функции
bool check_collision(void);
void init_game(void);
void update_game_state(void);
int get_random_figure(void);
const int (*get_figure_shape(FigureType type, int rotation))[4];
GameStateData* get_game_state(void);
void place_figure(void);
// Фигуры
const int (*i_fig_up())[4];
const int (*i_fig_right())[4];
const int (*i_fig_down())[4];
const int (*i_fig_left())[4];
const int (*o_fig())[4];
const int (*t_fig_up())[4];
const int (*t_fig_right())[4];
const int (*t_fig_down())[4];
const int (*t_fig_left())[4];
const int (*l_fig_up())[4];
const int (*l_fig_right())[4];
const int (*l_fig_down())[4];
const int (*l_fig_left())[4];
const int (*j_fig_up())[4];
const int (*j_fig_right())[4];
const int (*j_fig_down())[4];
const int (*j_fig_left())[4];
const int (*s_fig_up())[4];
const int (*s_fig_right())[4];
const int (*s_fig_down())[4];
const int (*s_fig_left())[4];
const int (*z_fig_up())[4];
const int (*z_fig_right())[4];
const int (*z_fig_down())[4];
const int (*z_fig_left())[4];
const int (*empty_fig())[4];
#endif

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@ -1,126 +1,191 @@
// src/brick_game/tetris/tetris.c
#include "tetris.h"
#include "game_logic.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
static GameStateData game_state = {0};
static bool initialized = false;
static GameInfo_t game_info = {0};
static bool initialized = false; // Добавляем эту переменную
const int (*get_figure_shape(FigureType type, int rotation))[4] {
const int (*result)[4] = NULL;
switch (type) {
case I:
switch (rotation % 4) {
case 0: result = i_fig_up(); break;
case 1: result = i_fig_right(); break;
case 2: result = i_fig_down(); break;
case 3: result = i_fig_left(); break;
}
break;
case O:
result = o_fig();
break;
case T:
switch (rotation % 4) {
case 0: result = t_fig_up(); break;
case 1: result = t_fig_right(); break;
case 2: result = t_fig_down(); break;
case 3: result = t_fig_left(); break;
}
break;
case L:
switch (rotation % 4) {
case 0: result = l_fig_up(); break;
case 1: result = l_fig_right(); break;
case 2: result = l_fig_down(); break;
case 3: result = l_fig_left(); break;
}
break;
case J:
switch (rotation % 4) {
case 0: result = j_fig_up(); break;
case 1: result = j_fig_right(); break;
case 2: result = j_fig_down(); break;
case 3: result = j_fig_left(); break;
}
break;
case S:
switch (rotation % 4) {
case 0: result = s_fig_up(); break;
case 1: result = s_fig_right(); break;
case 2: result = s_fig_down(); break;
case 3: result = s_fig_left(); break;
}
break;
case Z:
switch (rotation % 4) {
case 0: result = z_fig_up(); break;
case 1: result = z_fig_right(); break;
case 2: result = z_fig_down(); break;
case 3: result = z_fig_left(); break;
}
break;
default: result = NULL;
void init_game_info() {
if (game_info.field == NULL) {
game_info.field = malloc(FIELD_HEIGHT * sizeof(int*));
for (int i = 0; i < FIELD_HEIGHT; i++) {
game_info.field[i] = malloc(FIELD_WIDTH * sizeof(int));
}
}
if (game_info.next == NULL) {
game_info.next = malloc(4 * sizeof(int*));
for (int i = 0; i < 4; i++) {
game_info.next[i] = malloc(4 * sizeof(int));
}
}
// Инициализация полей
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
game_info.field[i][j] = 0;
}
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
game_info.next[i][j] = 0;
}
}
return result;
}
void user_input(UserAction_t action) {
void userInput(UserAction_t action, bool hold) {
if (!initialized) {
memset(&game_state, 0, sizeof(game_state));
init_game_info();
init_game();
initialized = true;
}
GameStateData* state = get_game_state();
if (Figure1 <= action && action <= Figure7) {
FigureType type = (FigureType)(action - Figure1);
game_state.current_figure.type = type;
game_state.current_figure.x = FIELD_WIDTH / 2 - 2;
game_state.current_figure.y = 0;
game_state.current_figure.rotation = 0;
game_state.figure_active = true;
if (action == Start) {
if (state->game_over) {
init_game(); // Перезапуск игры
} else if (!state->paused) {
state->paused = true;
} else {
state->paused = false;
}
return;
}
if (action == Pause) {
state->paused = !state->paused;
return;
}
if (action == Terminate) {
return;
}
if (game_state.figure_active) {
int old_x = game_state.current_figure.x;
int old_y = game_state.current_figure.y;
int old_rot = game_state.current_figure.rotation;
if (state->game_over || state->paused) {
return;
}
if (action == Left) game_state.current_figure.x--;
if (action == Right) game_state.current_figure.x++;
if (action == Down) game_state.current_figure.y++;
if (action == Up) game_state.current_figure.y--;
if (action == Rotate) {
game_state.current_figure.rotation = (game_state.current_figure.rotation + 1) % 4;
if (state->figure_active && !state->game_over) {
int old_x = state->current_figure.x;
int old_y = state->current_figure.y;
int old_rot = state->current_figure.rotation;
switch (action) {
case Left:
state->current_figure.x--;
break;
case Right:
state->current_figure.x++;
break;
case Down:
state->current_figure.y++;
break;
case Up:
state->current_figure.rotation = (state->current_figure.rotation + 1) % 4;
break;
case Action: // Это может быть вращение или сброс
if (hold) {
// Быстрый сброс вниз
while (!check_collision()) {
state->current_figure.y++;
}
state->current_figure.y--; // Вернуть на место перед столкновением
place_figure();
} else {
state->current_figure.rotation = (state->current_figure.rotation + 1) % 4;
}
break;
default:
break;
}
if (check_collision()) {
// Возвращаем старые значения
game_state.current_figure.x = old_x;
game_state.current_figure.y = old_y;
game_state.current_figure.rotation = old_rot;
state->current_figure.x = old_x;
state->current_figure.y = old_y;
state->current_figure.rotation = old_rot;
} else if (action == Down) {
// Если перемещение вниз успешно, обновляем время падения
state->drop_time = time(NULL) * 1000;
}
}
}
GameStateData* get_game_state() {
return &game_state;
}
bool check_collision() {
Figure* f = &game_state.current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT) {
return true; // Коллизия
GameInfo_t updateCurrentState() {
if (!initialized) {
init_game_info();
init_game();
initialized = true;
}
GameStateData* state = get_game_state();
if (!state->game_over && !state->paused) {
long long current_time = time(NULL) * 1000;
if (current_time - state->drop_time >= state->speed) {
int old_y = state->current_figure.y;
state->current_figure.y++;
if (check_collision()) {
state->current_figure.y = old_y;
place_figure();
} else {
state->drop_time = current_time;
}
}
}
// Обновляем game_info.field из state->game_field
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
game_info.field[i][j] = state->game_field[i][j];
}
}
// Добавляем активную фигуру на поле для отображения (если не game_over)
if (state->figure_active && !state->game_over) {
Figure* f = &state->current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (x >= 0 && x < FIELD_WIDTH && y >= 0 && y < FIELD_HEIGHT) {
game_info.field[y][x] = 1;
}
}
}
}
}
return false; // Нет коллизии
// Обновляем next
const int (*next_shape)[4];
if (state->game_over) {
// При game_over показываем пустую фигуру
next_shape = empty_fig();
} else {
next_shape = get_figure_shape(state->next_figure.type, state->next_figure.rotation);
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
game_info.next[i][j] = next_shape[i][j];
}
}
// Обновляем остальные поля
game_info.score = state->score;
game_info.high_score = state->high_score;
game_info.level = state->level;
game_info.speed = state->speed;
game_info.pause = state->paused ? 1 : 0;
return game_info;
}

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@ -1,41 +1,12 @@
// src/brick_game/tetris/tetris.h
#ifndef TETRIS_H
#define TETRIS_H
#include <stdbool.h>
#include <stdint.h>
// Константы
#define FIELD_WIDTH 10
#define FIELD_HEIGHT 20
// Типы фигур
typedef enum {
I = 0,
J,
L,
O,
S,
T,
Z,
FIGURE_COUNT
} FigureType;
// Структура фигуры
typedef struct {
int x, y; // Позиция фигуры на поле
FigureType type; // Тип фигуры
int rotation; // Поворот (03)
} Figure;
typedef struct {
int field[FIELD_HEIGHT][FIELD_WIDTH]; // Игровое поле
Figure current_figure; // Текущая фигура
bool figure_active; // Есть активная фигура?
} GameStateData;
typedef enum {
Undefined = -1,
Start,
Pause,
Terminate,
@ -43,53 +14,20 @@ typedef enum {
Right,
Up,
Down,
Rotate,
Action,
Figure1,
Figure2,
Figure3,
Figure4,
Figure5,
Figure6,
Figure7
Action
} UserAction_t;
void user_input(UserAction_t action);
static bool check_collision();
GameStateData* get_game_state(void);
typedef struct {
int **field;
int **next;
int score;
int high_score;
int level;
int speed;
int pause;
} GameInfo_t;
const int (*get_figure_shape(FigureType type, int rotation))[4];
const int (*i_fig_up())[4];
const int (*i_fig_right())[4];
const int (*i_fig_down())[4];
const int (*i_fig_left())[4];
const int (*o_fig())[4];
const int (*t_fig_up())[4];
const int (*t_fig_right())[4];
const int (*t_fig_down())[4];
const int (*t_fig_left())[4];
const int (*l_fig_up())[4];
const int (*l_fig_right())[4];
const int (*l_fig_down())[4];
const int (*l_fig_left())[4];
const int (*j_fig_up())[4];
const int (*j_fig_right())[4];
const int (*j_fig_down())[4];
const int (*j_fig_left())[4];
const int (*s_fig_up())[4];
const int (*s_fig_right())[4];
const int (*s_fig_down())[4];
const int (*s_fig_left())[4];
const int (*z_fig_up())[4];
const int (*z_fig_right())[4];
const int (*z_fig_down())[4];
const int (*z_fig_left())[4];
void userInput(UserAction_t action, bool hold);
GameInfo_t updateCurrentState();
#endif

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@ -5,31 +5,40 @@
void display_game() {
clear();
GameStateData* state = get_game_state();
GameInfo_t game_state = updateCurrentState();
// Очистка поля
// Отображение игрового поля
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
mvaddch(i + 1, j * 2 + 1, '.');
}
}
// Если фигура активна — отображаем её
if (state->figure_active) {
Figure* f = &state->current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (x >= 0 && x < FIELD_WIDTH && y >= 0 && y < FIELD_HEIGHT) {
mvaddch(y + 1, x * 2 + 1, '$');
}
}
if (game_state.field[i][j] != 0) {
mvaddch(i + 1, j * 2 + 1, '#'); // Заполненные блоки
} else {
mvaddch(i + 1, j * 2 + 1, '.'); // Пустые ячейки
}
}
}
// Отображение следующей фигуры
mvaddstr(1, FIELD_WIDTH * 2 + 5, "Next figure:");
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (game_state.next[i][j]) {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, '@');
} else {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, ' ');
}
}
}
mvprintw(FIELD_HEIGHT + 2, 1, "Score: %d", game_state.score);
mvprintw(FIELD_HEIGHT + 3, 1, "High Score: %d", game_state.high_score);
mvprintw(FIELD_HEIGHT + 4, 1, "Level: %d", game_state.level);
mvprintw(FIELD_HEIGHT + 5, 1, "Speed: %d", game_state.speed);
if (game_state.pause) {
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "PAUSED");
}
refresh();
}

View file

@ -14,35 +14,57 @@ int main() {
nodelay(stdscr, TRUE);
curs_set(0);
timeout(100); // Таймаут для getch()
timeout(100);
int ch;
UserAction_t action = Undefined;
while (Terminate != action) {
UserAction_t current_action;
bool action_valid = false;
bool running = true;
while (running) {
ch = getch();
action_valid = false;
switch (ch) {
case 'q': action = Terminate; break;
case '1': action = Figure1; break;
case '2': action = Figure2; break;
case '3': action = Figure3; break;
case '4': action = Figure4; break;
case '5': action = Figure5; break;
case '6': action = Figure6; break;
case '7': action = Figure7; break;
case 'r': action = Rotate; break;
case ' ': action = Rotate; break;
case KEY_LEFT: action = Left; break;
case KEY_RIGHT: action = Right; break;
case KEY_DOWN: action = Down; break;
case KEY_UP: action = Up; break;
default: action = Undefined;
}
if (action != Undefined) {
user_input(action);
case 'q':
userInput(Terminate, false);
running = false;
break;
case 'r': case ' ':
current_action = Action;
action_valid = true;
break;
case KEY_LEFT:
current_action = Left;
action_valid = true;
break;
case KEY_RIGHT:
current_action = Right;
action_valid = true;
break;
case KEY_DOWN:
current_action = Down;
action_valid = true;
break;
case KEY_UP:
current_action = Up;
action_valid = true;
break;
case 's': case 'S':
current_action = Start;
action_valid = true;
break;
case 'p': case 'P':
current_action = Pause;
action_valid = true;
break;
}
if (action_valid) {
userInput(current_action, false);
}
updateCurrentState();
display_game();
}